glu - Deer hunter 2014
I joined the Deer Hunter 2014 team right as it launched, stepping in to own UI for the studio’s biggest live-ops title. While the visual language was already established, I took over as the sole UI designer and quickly became the go-to expert on the game’s Unity-based UI systems. My first task was designing the in-game sales badges ("Sale!", "Free!", "Limited Time Offer"), and from there I supported ongoing content and feature updates across a year of seasonal events, region unlocks, and IAP-driven offers.
This project was a turning point, by immersing myself in the technical side of Unity UI, I became fluent in optimization, draw call management, asset handling, and prefab architecture. That fluency paid off, not just here, but across every game that spun out of the Deer Hunter engine (Dino Hunter, Sniper X, DH16). I also began mentoring junior UI designers on this team—some of whom have since grown into leadership roles of their own.
Note: The images shown here are representative of the project as a whole. These screenshots were sourced online and do not directly reflect specific assets I created.





